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Thread: Suppressionscript-pack

  1. #21
    Quote Originally Posted by (Nepumuk @ April 24 2007,23:46)
    With quite some people whining about lack of suppressive fire in ArmA I am a bit surprised by the lack of feedback to this thread.
    Yup i love it, made minimal changes to the script and i call it directly from the characters.pbo config, works like a dream.




  2. #22
    Next version is on it's way (example mission isn't finished yet), i added new take cover methods, as ArmA's default isn't most suitable for panicing and broken down units as they like to move too much in default and it's dependant of range to next waypoint: if distance less than 100-200 meters they try to get there instead of hiding. I'm testing it in urban enviroment, although i doupt that it works any better... BIS did great thing when it added possibility to toggle off default take cover!

    @Ofpforum: Did it work so that script is terminated if unit isn't leader of it's formation? I might do it as well to my PBO... kinda frustrating to add it to all units in all missions.

    @Nepumuk: It must be perfect then... ( )
    \"on se saatanaa, että kansa on pieni\"

    -Paasikivi

  3. #23
    Quote Originally Posted by (Second @ April 25 2007,12:35)
    @Ofpforum: Did it work so that script is terminated if unit isn't leader of it's formation? I might do it as well to my PBO... kinda frustrating to add it to all units in all missions.
    To be honest i havent tested that (didnt study your script, only changed what needed to be changed), but as your script only seems to exit when there are 0 units in the group i assume that it just keeps working




  4. #24
    I'm off the track here (don't understand a bit what you say)... Have to study that config thing, maybe it brings some light to issue.

  5. #25
    I'm really enjoying this

    Any plans to make this a mod so that you get get suppression fire going in everything SP? Look foward to next release with 'cover' enhanced.
    ~The bearly literate pugilist~

    Spoiler:

    Stop discrimination! Fight for bot rights for them to thrive indoors! http://dev-heaven.net/issues/25349

    Accurate Wounds Arma 3: https://dev-heaven.net/issues/26350

  6. #26
    Quote Originally Posted by (Second @ April 25 2007,12:35)
    @Nepumuk: It must be perfect then... ( )
    Sure. I like it and there is nothing comparable (yet). Of course it is suboptimal to do this stuff with scripts/functions instead of more hardcoded to the game with improved functionality.
    Anyway it seems to me as if the recovery of the squad from enemy fire is still a bit buggy. Maybe it's the AI's fault...
    But this suppression and morale thingy seems to be highly unlikely to be modeled someday in the near future.

  7. #27
    Quote Originally Posted by (Nepumuk @ April 25 2007,19:43)
    Anyway it seems to me as if the recovery of the squad from enemy fire is still a bit buggy. Maybe it's the AI's fault...
    But this suppression and morale thingy seems to be highly unlikely to be modeled someday in the near future.
    What do you mean with that? Do they act weird? Couple of things which i'm thinking: They are set to yellow-combatmode and aware behaviour after recovery (which is going to get changed)... Or are you meaning that when leader shouts default-"clear" they still remain under "broken" or "panicking" statuses and do not recover instantly...

    I will probably do next version of it and then halt because i'm trying to prevent from over-doing it too much...

    Anyways next version takes time and i'm waiting response from one guy who hopefully can light up more about realistic suppression and it's effects... + some kind missiondesigner's hintlist, because there are some thing which have to be done differently.




  8. #28
    Quote Originally Posted by (froggyluv @ April 25 2007,19:11)
    I'm really enjoying this

    Any plans to make this a mod so that you get get suppression fire going in everything SP? Look foward to next release with 'cover' enhanced.
    Glad to hear...

    Unfortunately i don't have time to mod it in near future and i don't understand a bit about that thing... Dear Ofpforum maybe or someone else? I would be very glad too if that would be possible

    That 'cover' thing seems to work better than default in urban areas, but it might be that locations where i've tested it just are good for AI: Lot's of natrual cover like bushes and trees

  9. #29
    Quote Originally Posted by (Second @ April 26 2007,11:11)
    Quote Originally Posted by (froggyluv @ April 25 2007,19:11)
    I'm really enjoying this

    Any plans to make this a mod so that you get get suppression fire going in everything SP? Look foward to next release with 'cover' enhanced.
    Glad to hear... ***

    Unfortunately i don't have time to mod it in near future and i don't understand a bit about that thing... Dear Ofpforum maybe or someone else? I would be very glad too if that would be possible ***
    Well what i did only took a few minutes (otherwise i wouldnt have done it).

    I openend the characters.pbo, converted the config.bin to .cpp, under 'class CAManBase' i added

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class eventhandlers
    {
    init = &#34;_this exec &#34;&#34;&#92;NEM_scripts&#92;Second_suppress_l.s qs&#34;&#34;&#34;
    };[/QUOTE]

    And repboed the folder.

    Furthermore i made a .pbo containing all your scripts called NEM_scripts.pbo

    Because the .cpp would call it on every unit and we only one want 1 script running per group we only let it run on the leader of the group, so i changed the beginning of Second_suppress_l.sqs to

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~random 1
    _grp = _this select 0
    ? &#40;leader group _grp&#41; &#33;= _grp&#58; exit
    _grp = group _grp
    ?&#40;count _this &#62;= 1&#41;&#58;_det = _this select 1
    ?&#40;count _this &#62;= 2&#41;&#58;_multip = _this select 2
    _det2 = 0 + _det
    _multip2 = 0

    ?&#40;_det2 &#62; 0&#41;&#58; _grp allowFleeing 0
    ?&#40;_multip2 &#60;= 1&#41;&#58; _multip2 = 1
    _firstshot = true; ***_first_bad = true; _first_mild = true; _sec_bad = true;
    _bullets = 0

    _skill_bank = skill &#40;units _grp select 0&#41;
    _a = 0
    _unitoc = count units _grp
    etc etc etc[/QUOTE]

    Because i changed the path to NEM_scripts we need to change all exec "seconds default foldername&#92;Suppression_result.sqs" to exec "NEM_scripts&#92;Suppression_result.sqs".
    Save it, pbo it and it should work, you can change NEM_scripts to anything you want, but remember that the pbo name and path should be called the same...




  10. #30
    Quote Originally Posted by (Second @ April 26 2007,10:57)
    What do you mean with that? Do they act weird?
    Yes they act weird. The leader stays porne without and ordering single units to engage targets. The squad quite widely spreaded when the recovery hint appears but the squad does not fall into formation agian.
    I&#39;m going to test it again to feed you with more details if possible.

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